--- deliantra/server/include/define.h 2007/01/15 21:06:19 1.40 +++ deliantra/server/include/define.h 2010/04/04 04:58:46 1.120 @@ -1,25 +1,25 @@ /* - * CrossFire, A Multiplayer game for X-windows + * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2003-2005 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen * - * This program is free software; you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or - * (at your option) any later version. + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - * - * The authors can be reached via e-mail at crossfire@schmorp.de + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to */ /* This file is best viewed with a window width of about 100 character */ @@ -34,72 +34,40 @@ #ifndef DEFINE_H #define DEFINE_H -/* - * Crossfire requires ANSI-C, but some compilers "forget" to define it. - * Thus the prototypes made by cextract don't get included correctly. - */ -#if !defined(__STDC__) - -/* Removed # from start of following line. makedepend was picking it up. - * The following should still hopefully result in an error. - */ -error - Your ANSI C compiler should be defining __STDC__; -#endif - #include #define FONTDIR "" #define FONTNAME "" -/* Decstations have trouble with fabs()... */ -#define FABS(x) ((x)<0?-(x):(x)) - #ifdef __NetBSD__ # include #endif -#ifndef MIN -# define MIN(x,y) ((x)<(y)?(x):(y)) -#endif -#ifndef MAX -# define MAX(x,y) ((x)>(y)?(x):(y)) -#endif -/*NAME_MAX used by random maps may not be defined on pure ansi systems*/ -#ifndef NAME_MAX -# define NAME_MAX 255 -#endif +#define MAXLEVEL 115 // for treasure calculations only -/* MAX3 is basically like MAX, but instead does 3 values. */ -#ifndef MAX3 -# define MAX3(x,y, z) (MAX(x, MAX(y,z))) -#endif - -/* MIN3 is basically like MIN, but instead does 3 values. */ -#ifndef MIN3 -# define MIN3(x,y, z) (MIN(x, MIN(y,z))) -#endif +// maximum length of an object name in the protocol +#define NAME_LEN 127 #define MAX_STAT 30 /* The maximum legal value of any stat */ #define MIN_STAT 1 /* The minimum legal value of any stat */ -#define MAX_BUF 1024 - /* Used for all kinds of things */ -#define VERY_BIG_BUF 2048 -#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ -#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ +#define MAX_FOOD 999 -#define FONTSIZE 3000 /* Max chars in font */ +//TODO: not only use more reasonable values, also enforce them +#define MIN_WC -120 +#define MAX_WC 120 +#define MIN_AC -120 +#define MAX_AC 120 +#define MIN_DAM 0 +#define MAX_DAM 200 +#define MIN_DIGESTION -35 +#define MAX_DIGESTION 70 -#define MAX_ANIMATIONS 256 +#define MAX_BUF 1024 /* Used for all kinds of things */ #define MAX_NAME 48 -#define MAX_EXT_TITLE 98 -/* Fatal variables: */ -#define OUT_OF_MEMORY 0 -#define MAP_ERROR 1 -#define ARCHTABLE_TOO_SMALL 2 -#define TOO_MANY_ERRORS 3 +#define ATTUNE_REPELL 16 // levels diff for attune/repell /* TYPE DEFINES */ @@ -128,20 +96,22 @@ #define POISON 7 #define BOOK 8 #define CLOCK 9 - +#define VEIN 10 // deliantra: mineral/ore/whatever vein +#define RANGED 11 // deliantra: other range item (skill based) +//12 #define ARROW 13 #define BOW 14 #define WEAPON 15 #define ARMOUR 16 #define PEDESTAL 17 #define ALTAR 18 - +#define T_MATCH 19 #define LOCKED_DOOR 20 #define SPECIAL_KEY 21 #define MAP 22 #define DOOR 23 #define KEY 24 - +//25 #define TIMED_GATE 26 #define TRIGGER 27 #define GRIMREAPER 28 @@ -160,10 +130,10 @@ #define TELEPORTER 41 #define CREATOR 42 #define SKILL 43 /* also see SKILL_TOOL (74) below */ - +//44 #define EARTHWALL 45 #define GOLEM 46 - +//47 #define THROWN_OBJ 48 #define BLINDNESS 49 #define GOD 50 @@ -188,17 +158,20 @@ * a monster into a peaceful being incapable of attack. */ #define GEM 60 - +//61 #define FIREWALL 62 #define ANVIL 63 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ -#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu +#define MOOD_FLOOR 65 /* * values of last_sp set how to change: * 0 = furious, all monsters become aggressive * 1 = angry, all but friendly become aggressive * 2 = calm, all aggressive monsters calm down * 3 = sleep, all monsters fall asleep - * 4 = charm, monsters become pets */ + * 4 = charm, monsters become pets + * 5 = destroy monsters + * 6 = destroy pets / friendlies + */ #define EXIT 66 #define ENCOUNTER 67 #define SHOP_FLOOR 68 @@ -209,30 +182,32 @@ #define INORGANIC 73 /* metals and minerals */ #define SKILL_TOOL 74 /* Allows the use of a skill */ #define LIGHTER 75 - +//76 #define BUILDABLE_WALL 77 /* this is a buildable wall */ - - +//78 #define MISC_OBJECT 79 /* misc. objects are for objects without a function in the engine. Like statues, clocks, chairs,... If perhaps we create a function where we can sit on chairs, we create a new type and remove all chairs from here. */ - +//80 +#define TORCH 81 /* a torch */ #define LAMP 82 /* a lamp */ #define DUPLICATOR 83 /* duplicator/multiplier object */ - +//84 #define SPELLBOOK 85 - +//86 #define CLOAK 87 - +//88 +//89 #define SPINNER 90 #define GATE 91 #define BUTTON 92 -#define CF_HANDLE 93 +#define T_HANDLE 93 #define HOLE 94 #define TRAPDOOR 95 - +//96 +//97 #define SIGN 98 #define BOOTS 99 #define GLOVES 100 @@ -242,96 +217,78 @@ #define BRACERS 104 #define POISONING 105 #define SAVEBED 106 - +//107 +//108 #define WAND 109 - +#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell #define SCROLL 111 #define DIRECTOR 112 #define GIRDLE 113 #define FORCE 114 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ - +//117 +//118 +//119 +//120 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ #define CONTAINER 122 #define ARMOUR_IMPROVER 123 #define WEAPON_IMPROVER 124 - +//125 +//126 +//127 +//128 +//129 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ +//131 +//132 +//133 +//134 +//135 +//136 +//137 #define DEEP_SWAMP 138 #define IDENTIFY_ALTAR 139 - +//140 +//141 +//142 +//143 +//144 +//145 +//146 +//147 +//148 +//149 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ - +//151 +//152 +//153 #define RUNE 154 #define TRAP 155 - #define POWER_CRYSTAL 156 #define CORPSE 157 - #define DISEASE 158 #define SYMPTOM 159 #define BUILDER 160 /* Generic item builder, see subtypes */ #define MATERIAL 161 /* Material for building */ - +//162 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ - +#define MAPSCRIPT 164 /* A perl-scripted connectable */ #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, potions, alchemy, or magic works here (elmex) */ -/* DEAD TYPES: */ -//#define FBULLET 10 -//#define FBALL 11 -//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 -//#define CONFUSION 19 -//#define MMISSILE 25 -/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain - * experience for broad skill categories. This value - * is now automatically converteed at load time. - */ -//#define BOMB 47 -//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ - -/* random crossfire developer: The trap_part, wall, light_source, - * misc_object, monster, and spawn_generator - * types are not used in any archetypes, - * and should perhaps be removed. - * - * Wed Dec 20 13:35:24 CET 2006: - * elmex: haha, removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. - * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. - * renamed WALL to BUILDABLE_WALL. - */ - -//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ -//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ -//#define MONSTER 80 /* yes, thats a real, living creature */ -//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ -//#define TOOL 84 /* a tool for building objects */ -//#define BUILDFAC 86 /* facilities for building objects */ -//#define CONE 88 -//#define AURA 89 /* aura spell object */ -//#define WORD_OF_RECALL 96 -//#define PARAIMAGE 97 -//#define POISONCLOUD 107 -//#define FIREHOLES 108 -//#define ABILITY 110 -/* unused: 125 - 129 - * type 125 was MONEY_CHANGER - */ -//#define CANCELLATION 141 /* not used with new spell code */ -//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ -//#define SWARM_SPELL 153 -//#define GPS 162 /* Ground positionning system, moved to Python plugin */ -//#define QUEST 164 /* See below for subtypes */ +#define NUM_TYPES 166 // must be max(type) + 1 /* END TYPE DEFINE */ -#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 +// maximum supported subtype number + 1, can be increased to 256 +// currently (2007-09) in use: 50 +#define NUM_SUBTYPES 64 /* Subtypes for BUILDER */ -#define ST_BD_BUILD 1 /* Builds an item */ -#define ST_BD_REMOVE 2 /* Removes an item */ +#define ST_BD_BUILD 1 /* Builds an item */ +#define ST_BD_REMOVE 2 /* Removes an item */ /* Subtypes for MATERIAL */ #define ST_MAT_FLOOR 1 /* Floor */ @@ -372,7 +329,7 @@ #define PU_DEBUG 0x10000000 #define PU_INHIBIT 0x20000000 #define PU_STOP 0x40000000 -#define PU_NEWMODE 0x80000000 +#define PU_ENABLE 0x80000000 // used to distinguish value density #define PU_RATIO 0x0000000F @@ -412,15 +369,17 @@ * 2 spaces, and the entire array (< SIZEOFFREE) is * three spaces */ -#define SIZEOFFREE1 8 +#define SIZEOFFREE0 0 +#define SIZEOFFREE1 8 #define SIZEOFFREE2 24 -#define SIZEOFFREE 49 +#define SIZEOFFREE3 48 +#define SIZEOFFREE 49 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ /* * If any FLAG's are added or changed, make sure the flag_names structure in - * common/loader.l is updated. + * common/loader.C is updated. */ /* Basic routines to do above */ @@ -430,222 +389,169 @@ /* the flags */ -#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ -#define FLAG_WIZ 1 /* Object has special privilegies */ -#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ -#define FLAG_FREED 3 /* Object is in the list of free objects */ -#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ -#define FLAG_APPLIED 5 /* Object is ready for use by living */ -#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ -#define FLAG_USE_SHIELD 7 - /* Can this creature use a shield? */ - -#define FLAG_NO_PICK 8 /* Object can't be picked up */ - - /*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ - - /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ -#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ - - /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ - - /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ -#define FLAG_MONSTER 14 /* Will attack players */ -#define FLAG_FRIENDLY 15 /* Will help players */ - -#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ -#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ -#define FLAG_AUTO_APPLY 18 - /* Will be applied when created */ - // not used anywhere in the code // #define FLAG_TREASURE 19 /* Will generate treasure when applied */ -#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ -#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ -#define FLAG_CAN_ROLL 22 /* Object can be rolled */ -#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ -#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ - - /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ - - /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ - - /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ -#define FLAG_IS_USED_UP 28 - /* When (--food<0) the object will exit */ -#define FLAG_IDENTIFIED 29 - /* Player knows full info about item */ -#define FLAG_REFLECTING 30 - /* Object reflects from walls (lightning) */ -#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ - -/* Start of values in flags[1] */ -#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ -#define FLAG_HITBACK 33 /* Object will hit back when hit */ -#define FLAG_STARTEQUIP 34 - /* Object was given to player at start */ -#define FLAG_BLOCKSVIEW 35 - /* Object blocks view */ -#define FLAG_UNDEAD 36 /* Monster is undead */ -#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ -#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ -#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ - -#define FLAG_REFL_SPELL 40 - /* Spells (some) will reflect from object */ -#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ -#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ -#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ -#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ -#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ - but can still attack at a distance */ - - /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ - thru this object as if it wasn't there */ - - /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ - -#define FLAG_PICK_UP 48 /* Can pick up */ -#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ -#define FLAG_NO_DROP 50 /* Object can't be dropped */ -#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ -#define FLAG_CAST_SPELL 52 - /* (Monster) can learn and cast spells */ -#define FLAG_USE_SCROLL 53 - /* (Monster) can read scroll */ -#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ -#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ - -#define FLAG_USE_ARMOUR 56 - /* (Monster) can wear armour/shield/helmet */ -#define FLAG_USE_WEAPON 57 - /* (Monster) can wield weapons */ -#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ -#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ -#define FLAG_READY_BOW 60 /* not implemented yet */ -#define FLAG_XRAYS 61 /* X-ray vision */ -#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ -#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ - -/* Start of values in flags[2] */ -#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ -#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ -#define FLAG_SLEEP 66 /* NPC is sleeping */ -#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ -#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ -#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ -#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ -#define FLAG_STEALTH 71 /* Will wake monsters with less range */ - -#define FLAG_WIZPASS 72 /* The wizard can go through walls */ -#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ -#define FLAG_CURSED 74 /* The object is cursed */ -#define FLAG_DAMNED 75 /* The object is _very_ cursed */ -#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ -#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ -#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ -#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ - -#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ -#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ -#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ - -/*#define FLAG_READY_HORN 83 unused (Monster) has a horn readied */ -#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ -#define FLAG_MAKE_INVIS 85 - /* (Item) gives invisibility when applied */ -#define FLAG_INV_LOCKED 86 - /* Item will not be dropped from inventory */ -#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ - -#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ -#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ -#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ -#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ -#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ -#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ -#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ - - /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ - -/* Start of values in flags[3] */ -#define FLAG_NO_STEAL 96 /* Item can't be stolen */ -#define FLAG_ONE_HIT 97 /* Monster can only hit once before going - * away (replaces ghosthit) - */ -#define FLAG_CLIENT_SENT 98 /* THIS IS A DEBUG FLAG ONLY. We use it to - * detect cases were the server is trying - * to send an upditem when we have not - * actually sent the item. - */ - -#define FLAG_BERSERK 99 /* monster will attack closest living - object */ -#define FLAG_NEUTRAL 100 /* monster is from type neutral */ -#define FLAG_NO_ATTACK 101 /* monster don't attack */ -#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ -#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by - * load_original_map() */ -#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on - * the overlay, and is not subject to - * decay. */ -#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ -#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ -#define FLAG_IS_WATER 107 -#define FLAG_CONTENT_ON_GEN 108 -#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ -#define FLAG_IS_BUILDABLE 110 /* Can build on item */ -#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ -#define FLAG_NO_SAVE 112 // item doesn't get saved with map - -#define NUM_FLAGS 113 /* Should always be equal to the last - * defined flag + 1. If you change this, - * make sure you update the flag_links - * in common/loader.l - */ - -/* Values can go up to 127 before the size of the flags array in the - * object structure needs to be enlarged. - * So there are 18 available flags slots - */ - - -#define NROFNEWOBJS(xyz) ((xyz)->stats.food) - -#if 0 - -/* These should no longer be needed - access move_slow_penalty - * directly. - */ -# define SLOW_PENALTY(xyz) ((xyz)->stats.exp)/1000.0 -# define SET_SLOW_PENALTY(xyz,fl) (xyz)->stats.exp=(fl)*1000 -#endif +#define FLAG_ALIVE 0 /* Object can fight (or be fought) */ +#define FLAG_WIZ 1 /* Object has special privilegies */ +#define FLAG_REMOVED 2 /* Object is not in any map or inventory */ +#define FLAG_FREED 3 /* Object is in the list of free objects */ +#define FLAG_WIZLOOK 4 /* disable los and lighting */ +#define FLAG_APPLIED 5 /* Object is ready for use by living */ +#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ +#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ + +#define FLAG_NO_PICK 8 /* Object can't be picked up */ +/*#define FLAG_WALK_ON 9*/ +/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ + +#define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ + +/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ +/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ +#define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ + +#define FLAG_MONSTER 14 /* Will attack players */ +#define FLAG_FRIENDLY 15 /* Will help players */ +#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ +#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ +#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ +#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory +#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ +#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ +#define FLAG_CAN_ROLL 22 /* Object can be rolled */ +#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ +#define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ + +/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ +/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ +/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ + +#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ +#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ +#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ +#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates new when !alive */ +#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ +#define FLAG_HITBACK 33 /* Object will hit back when hit */ +#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ +#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ +#define FLAG_UNDEAD 36 /* Monster is undead */ +#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ +#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ +#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ +#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ + +#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ +//#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ +#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ +#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ +#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ + but can still attack at a distance */ + +/*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ + thru this object as if it wasn't there */ +/*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ + +#define FLAG_PICK_UP 48 /* Can pick up */ +#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ +#define FLAG_NO_DROP 50 /* Object can't be dropped */ +#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ + +#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ +#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ +#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ +#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ +#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ +#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ +#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ +#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ +#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ + +#define FLAG_XRAYS 61 /* X-ray vision */ +#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ +#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ + +#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ +#define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ +#define FLAG_SLEEP 66 /* NPC is sleeping */ +#define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ +#define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ +#define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ +#define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ +#define FLAG_STEALTH 71 /* Will wake monsters with less range */ + +#define FLAG_WIZPASS 72 /* The wizard can go through walls */ +#define FLAG_IS_LINKED 73 /* The object is linked with other objects */ +#define FLAG_CURSED 74 /* The object is cursed */ +#define FLAG_DAMNED 75 /* The object is _very_ cursed */ +#define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ +#define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ +#define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ +#define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ + +#define FLAG_BEEN_APPLIED 80 /* The object has been applied */ +#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ +#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ + +#define FLAG_PRECIOUS 83 // object is precious (pets) +#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ +#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ +#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ + +#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ +#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ +#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ +#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ +#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ +#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ +#define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ +#define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ + +/*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ + +#define FLAG_NO_STEAL 96 /* Item can't be stolen */ +#define FLAG_ONE_HIT 97 /* Monster can only hit once before going + * away (replaces ghosthit) + */ +#define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging + +#define FLAG_BERSERK 99 /* monster will attack closest living + object */ +#define FLAG_NEUTRAL 100 /* monster is from type neutral */ +#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ +#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ +#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by + * load_original_map() */ +#define FLAG_RANDOM_SPEED 104 /* speed_left should be randomised on instantiate */ +#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ +#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ +#define FLAG_IS_WATER 107 /* apparently not used inside the server for anything */ +#define FLAG_CONTENT_ON_GEN 108 +#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ +#define FLAG_IS_BUILDABLE 110 /* Can build on item */ +#define FLAG_DESTROY_ON_DEATH 111 /* Object will be destroyed when env dies */ +#define FLAG_NO_MAP_SAVE 112 // item doesn't get saved with map + +#define NUM_FLAGS 113 /* Should always be equal to the last + * defined flag + 1. If you change this, + * make sure you update the flag_links + * in common/loader.l + */ /* If you add new movement types, you may need to update * describe_item() so properly describe those types. * change_abil() probably should be updated also. */ -#define MOVE_WALK 0x1 /* Object walks */ -#define MOVE_FLY_LOW 0x2 /* Low flying object */ -#define MOVE_FLY_HIGH 0x4 /* High flying object */ -#define MOVE_FLYING 0x6 +#define MOVE_WALK 0x01 /* Object walks */ +#define MOVE_FLY_LOW 0x02 /* Low flying object */ +#define MOVE_FLY_HIGH 0x04 /* High flying object */ +#define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */ -#define MOVE_SWIM 0x8 /* Swimming object */ +#define MOVE_SWIM 0x08 /* Swimming object */ #define MOVE_BOAT 0x10 /* Boats/sailing */ -#define MOVE_ALL 0x1f /* Mask of all movement types */ +#define MOVE_SHIP 0x20 /* boats suitable for oceans */ -/* the normal assumption is that objects are walking/flying. - * So often we don't want to block movement, but still don't want - * to allow all types (swimming is rather specialized) - I also - * expect as more movement types show up, this is likely to get - * updated. Basically, this is the default for spaces that allow - * movement - anything but swimming right now. If you really - * want nothing at all, then can always set move_block to 0 - */ -#define MOVE_BLOCK_DEFAULT MOVE_SWIM +#define MOVE_ALL 0x3f /* Mask of all movement types */ /* typdef here to define type large enough to hold bitmask of * all movement types. Make one declaration so easy to update. - * uint8 is defined yet, so just use what that would define it - * at anyways. */ typedef unsigned char MoveType; @@ -664,33 +570,8 @@ #define OB_TYPE_MOVE_BLOCK(ob1, type) \ ((type) && (ob1->move_type & type) == ob1->move_type) - -#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) -#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */ -/* Note: These values are only a default value, resizing can change them */ -#define INV_SIZE 12 /* How many items can be viewed in inventory */ -#define LOOK_SIZE 6 /* ditto, but for the look-window */ -#define MAX_INV_SIZE 40 /* For initializing arrays */ -#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ - -#define EDITABLE(xyz) ((xyz)->arch->editable) - -#define E_MONSTER 0x00000001 -#define E_EXIT 0x00000002 -#define E_TREASURE 0x00000004 -#define E_BACKGROUND 0x00000008 -#define E_DOOR 0x00000010 -#define E_SPECIAL 0x00000020 -#define E_SHOP 0x00000040 -#define E_NORMAL 0x00000080 -#define E_FALSE_WALL 0x00000100 -#define E_WALL 0x00000200 -#define E_EQUIPMENT 0x00000400 -#define E_OTHER 0x00000800 -#define E_ARTIFACT 0x00001000 - #define EXIT_PATH(xyz) (xyz)->slaying #define EXIT_LEVEL(xyz) (xyz)->stats.food #define EXIT_X(xyz) (xyz)->stats.hp @@ -699,14 +580,19 @@ #define EXIT_ALT_Y(xyz) (xyz)->stats.maxsp /* for use by the lighting code */ -#define MAX_LIGHT_RADII 4 - /* max radii for 'light' object, really +#define MAX_LIGHT_RADIUS 9 /* max radius for 'light' object, really * large values allow objects that can * slow down the game */ #define MAX_DARKNESS 5 /* maximum map darkness, there is no * practical reason to exceed this */ -#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII? \ - MAX_LIGHT_RADII:(xyz)->glow_radius; +#define LOS_MAX 4 /* max. los value for non-blocked spaces */ +#define LOS_BLOCKED 100 /* fully blocked spaces */ +#define BRIGHTNESS(xyz) (xyz)->glow_radius>MAX_LIGHT_RADII ? \ + MAX_LIGHT_RADII : (xyz)->glow_radius; +// player position in blocked_los code +#define LOS_X0 (MAP_CLIENT_X / 2 - 1) +#define LOS_Y0 (MAP_CLIENT_Y / 2 - 1) + #define F_BUY 0 #define F_SELL 1 @@ -720,9 +606,6 @@ #define DIRX(xyz) freearr_x[(xyz)->direction] #define DIRY(xyz) freearr_y[(xyz)->direction] -#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; -#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; - #define ARMOUR_SPEED(xyz) (xyz)->last_sp #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour #define WEAPON_SPEED(xyz) (xyz)->last_sp @@ -732,57 +615,41 @@ #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) + #define FIRE_DIRECTIONAL 0 #define FIRE_POSITIONAL 1 /******************************************************************************/ - /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ - /******************************************************************************/ - /* if your monsters start acting wierd, mail me */ - /******************************************************************************/ - /* the following definitions are for the attack_movement variable in monsters */ - /* if the attack_variable movement is left out of the monster archetype, or is*/ - /* set to zero */ - /* the standard mode of movement from previous versions of crossfire will be */ - /* used. the upper four bits of movement data are not in effect when the monst*/ - /* er has an enemy. these should only be used for non agressive monsters. */ - /* to program a monsters movement add the attack movement numbers to the movem*/ - /* ment numbers example a monster that moves in a circle until attacked and */ - /* then attacks from a distance: */ - /* CIRCLE1 = 32 */ - /* + DISTATT = 1 */ - /* ------------------- */ - /* attack_movement = 33 */ - /******************************************************************************/ -#define DISTATT 1 /* move toward a player if far, but mantain some space, */ +#define DISTATT 1 /* move toward a player if far, but mantain some space, */ /* attack from a distance - good for missile users only */ -#define RUNATT 2 /* run but attack if player catches up to object */ -#define HITRUN 3 /* run to then hit player then run away cyclicly */ -#define WAITATT 4 /* wait for player to approach then hit, move if hit */ -#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ -#define ALLRUN 6 /* always run never attack good for sim. of weak player */ -#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ -#define WAIT2 8 /* monster does not try to move towards player if far */ +#define RUNATT 2 /* run but attack if player catches up to object */ +#define HITRUN 3 /* run to then hit player then run away cyclicly */ +#define WAITATT 4 /* wait for player to approach then hit, move if hit */ +#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */ +#define ALLRUN 6 /* always run never attack good for sim. of weak player */ +#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ +#define WAIT2 8 /* monster does not try to move towards player if far */ /* maintains comfortable distance */ -#define PETMOVE 16 /* if the upper four bits of attack_movement */ + +#define PETMOVE 16 /* if the upper four bits of attack_movement */ /* are set to this number, the monster follows a player */ /* until the owner calls it back or off */ /* player followed denoted by 0b->owner */ @@ -790,36 +657,32 @@ /* attacking, and will continue to do so until the owner */ /* calls off the monster - a key command will be */ /* inserted to do so */ -#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ +#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */ /* are set to this number, the monster will move in a */ /* circle until it is attacked, or the enemy field is */ /* set, this is good for non-aggressive monsters and NPC */ -#define CIRCLE2 48 /* same as above but a larger circle is used */ -#define PACEH 64 /* The Monster will pace back and forth until attacked */ +#define CIRCLE2 48 /* same as above but a larger circle is used */ +#define PACEH 64 /* The Monster will pace back and forth until attacked */ /* this is HORIZONTAL movement */ -#define PACEH2 80 /* the monster will pace as above but the length of the */ +#define PACEH2 80 /* the monster will pace as above but the length of the */ /* pace area is longer and the monster stops before */ /* changing directions */ /* this is HORIZONTAL movement */ -#define RANDO 96 /* the monster will go in a random direction until */ +#define RANDO 96 /* the monster will go in a random direction until */ /* it is stopped by an obstacle, then it chooses another */ /* direction. */ -#define RANDO2 112 /* constantly move in a different random direction */ -#define PACEV 128 /* The Monster will pace back and forth until attacked */ +#define RANDO2 112 /* constantly move in a different random direction */ +#define PACEV 128 /* The Monster will pace back and forth until attacked */ /* this is VERTICAL movement */ -#define PACEV2 144 /* the monster will pace as above but the length of the */ +#define PACEV2 144 /* the monster will pace as above but the length of the */ /* pace area is longer and the monster stops before */ /* changing directions */ /* this is VERTICAL movement */ -#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ +#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ #define HI4 240 #define BLANK_FACE_NAME "blank.x11" #define EMPTY_FACE_NAME "empty.x11" -#define DARK_FACE1_NAME "dark1.x11" -#define DARK_FACE2_NAME "dark2.x11" -#define DARK_FACE3_NAME "dark3.x11" -#define SMOOTH_FACE_NAME "default_smoothed.111" /* * Defines for the luck/random functions to make things more readable @@ -828,109 +691,21 @@ #define PREFER_HIGH 1 #define PREFER_LOW 0 -/* Simple function we use below to keep adding to the same string - * but also make sure we don't overwrite that string. - */ -static inline void -safe_strcat (char *dest, const char *orig, int *curlen, int maxlen) -{ - if (*curlen == (maxlen - 1)) - return; - - strncpy (dest + *curlen, orig, maxlen - *curlen - 1); - dest[maxlen - 1] = 0; - *curlen += strlen (orig); - - if (*curlen > (maxlen - 1)) - *curlen = maxlen - 1; -} - - -/* The SAFE versions of these call the safe_strcat function above. - * Ideally, all functions should use the SAFE functions, but they - * require some extra support in the calling function to remain as - * efficient. - */ -#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \ - if(variable) { \ - int i,j=0; \ - safe_strcat(retbuf,"(" name ": ", len, maxlen); \ - for(i=0; inrof?op->weight:op->weight+op->carrying) - - -/* Code fastening defines - * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by - * buf__ and increment buf__ position so it will point to the end of buf__. - * the '\0' caracter will not be put at end of buf__. - * use preparefastcat and finishfastcat on buf__ to prepare - * and clean up the string. (Lots faster than doing each time...) - * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, - * keep in mind FAST_STRNCAT is faster since length of second argument is - * kown in advance. - */ - -#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) -#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} -#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} -#define FINISH_FASTCAT(buf__) buf__[0]='\0'; - - /* You may uncomment following define to check sanity of code. - * But use as debug only (loses all speed gained by those macros) - */ - -/*#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;\ - if (size__!=strlen(buf2__)) LOG(llevError, "Error, bad length for %s\n",buf2__);}*/ - - - - - +// Cut off point of when an object is put on the active list or not +// we use 2**-n because that can be represented exactly +// also make sure that this is a float, not double, constant +#define MIN_ACTIVE_SPEED (1.f / 65536.f) +/* have mercy on players and guarantee a somewhat higher speed */ +#define MIN_PLAYER_SPEED 0.04f /* * Warning! @@ -1025,7 +756,6 @@ * to keep the client up to date too! */ - /* message types */ #define MSG_TYPE_BOOK 1 #define MSG_TYPE_CARD 2 @@ -1113,5 +843,59 @@ #define MSG_TYPE_ADMIN_RULES 1 #define MSG_TYPE_ADMIN_NEWS 2 +/** + * Maximum distance a player may hear a sound from. + * This is only used for client/server sound and say. If the sound source + * on the map is farther away than this, we don't sent it to the client. + */ +#define MAX_SOUND_DISTANCE 16 + +#define LOG_CHANNEL "log" // the plain and ugly standard server log +#define INFO_CHANNEL "info" // lower_left box +#define SAY_CHANNEL "say" +#define CHAT_CHANNEL "chat" +#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL + +/* The following are the color flags passed to new_draw_info. + * + * We also set up some control flags + * + * NDI = New Draw Info + */ + +/* Color specifications - note these match the order in xutil.c */ +/* Note 2: Black, the default color, is 0. Thus, it does not need to + * be implicitly specified. + */ +#define NDI_BLACK 0 +#define NDI_WHITE 1 +#define NDI_NAVY 2 +#define NDI_RED 3 +#define NDI_ORANGE 4 +#define NDI_BLUE 5 /* Actually, it is Dodger Blue */ +#define NDI_DK_ORANGE 6 /* DarkOrange2 */ +#define NDI_GREEN 7 /* SeaGreen */ +#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ + /* Than seagreen - also background color */ +#define NDI_GREY 9 +#define NDI_BROWN 10 /* Sienna */ +#define NDI_GOLD 11 +#define NDI_TAN 12 /* Khaki */ + +#define NDI_MAX_COLOR 12 /* Last value in */ +#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ + /* using an int anyways, so we have the space */ + /* to still do all the flags */ + +#define NDI_REPLY 0x20 // is a direct reply to a user command +#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist +#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible +#define NDI_CLIENT_MASK 0xff // what the client is allowed to see + +#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ +#define NDI_ALL 0x2000 /* Inform all players of this message */ +#define NDI_DEF 0x4000 // ignore colour for channel protocol +#define NDI_VERBATIM 0x8000 // do not expand cfpod, send text verbatim + #endif /* DEFINE_H */